By normalize do you mean throw a constant clamp on it? I still can't figure out why I can't upload but I'll describe the network Camera Vector + Light Vector -> Constant Clamp * 0.5 this result goes into a DotProduct with the normal map texture sample The DotProduct output goes into a Power node with a float variable as…
As Gestalt said, Normalize your Blinn. Constant Clamp your Diffuse term. Remember to clamp your Blinn by your Diffuse term, so you don't get any linear anisotropic falloff in the shadows. Light color cannot be accessed in the material, UDK does the attenuation and color scatter automatically. Use a image hosting site like…
I've been messing around with trying to get a different look for my materials and decided to try a Blinn specular hit with a Lambert diffuse. I found this formula (((V + L)*0.5) dot N)^Shinyness from an earlier archived thread have wired that together in the material editor that I'm adding to a Lambert model using this…
I don't know exactly what you mean because there's no image, but rather than (V+L)*0.5 you should try adding the two vectors and then normalizing that vector and using that, so (Normalize(V+L) dot N)^Shinyness. If my understanding of things is correct, just adding the vectors and multiply by .5 won't give you consistently…